Adding passengers to vehicles is a simple case of attaching them via SetParent.

On Tue, May 5, 2009 at 11:10 PM, Minh <[email protected]> wrote:
>    I managed to get mulitple passenger vehicles to work fairly easily
> by extending the existing code. I just made copies of the  driver
> variables for each passenger. It was fairly trivial to do. Getting that
> to work is the least of your concerns as using vehicles in multiplayer
> in the standard SDK is fairly choppy.
>
> Matt Hoffman wrote:
>> I've spent the last... day or two or three trying to get Peachfuzz's old
>> code working, seen here:
>>
>> http://www.chatbear.com/board.plm?a=viewthread&t=573,1125931904,10177&id=901881&b=4991&v=flatold
>>
>> However... This is old code. As in four year old code now (well ~3 by the
>> code date for OB SDK) and A LOT has changed. So much, I'm not even sure what
>> has changed. Using WinMerge results in no results as so much has changed.
>> Now that I've kinda given up on implementing that code, I've begin to think
>> of an alternative. I noticed that Valve had already implemented some
>> "Passenger" stuff, for Alyx in Ep2.
>>
>> Could the stuff done for Alyx easily be mirrored/replaced for a player? I
>> would want to allow either AI or Human Passengers to use the vehicle, so I
>> would have to mirror the NPC Passenger stuff. What all would be missing from
>> said passenger stuff that NPC's don't need that players do? I presume the
>> view calculations stuff, but that seems fairly simple to mirror
>> across/derive from the base for the passenger, as well as the driver.
>>
>> Can anyone provide some input as to this matter? (Also when is the Invalid
>> Steam key size going to be fixed? :)
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>>
>
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